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一种基于博弈论的无线网状网络信道分配算法 被引量:10
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作者 郑鹏宇 何世彪 +1 位作者 张馨月 黄帅 《重庆理工大学学报(自然科学)》 CAS 2013年第4期90-95,共6页
为了解决无线Mesh网络中的信道分配问题,提出了一种基于博弈论的信道分配方法。该算法将网络中每一个节点模型实义为一个参与者,每个参与者的策略为信道的分配方案,收益函数的目标为最大化网络信噪比。参与者通过相互博弈来优化收益函... 为了解决无线Mesh网络中的信道分配问题,提出了一种基于博弈论的信道分配方法。该算法将网络中每一个节点模型实义为一个参与者,每个参与者的策略为信道的分配方案,收益函数的目标为最大化网络信噪比。参与者通过相互博弈来优化收益函数以最大化网络信噪比。针对节点的QoS提出了算法的改进方案。基于NS2的仿真结果表明:2种算法在收敛性、吞吐量和信道接入时延方面都有较好的性能。 展开更多
关键词 信道分配 无线MESH网络 博弈论
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基于儿童发展的幼儿园课程游戏化探究 被引量:9
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作者 杨春耀 《职业技术》 2019年第7期43-47,共5页
游戏是幼儿园教育的基本活动,是促进幼儿全面发展的重要教育形式。'以游戏为基本活动'的幼儿园教育理念为儿童早期发展提供了可行性的课程游戏化新思路,儿童发展过程中的早期关系、早期经验、早期环境和早期干预等问题,影响着... 游戏是幼儿园教育的基本活动,是促进幼儿全面发展的重要教育形式。'以游戏为基本活动'的幼儿园教育理念为儿童早期发展提供了可行性的课程游戏化新思路,儿童发展过程中的早期关系、早期经验、早期环境和早期干预等问题,影响着幼儿园课程游戏化的有效开展;应根据幼儿学习与发展的基本规律和特点,从幼儿游戏的观察与分析、设计与开发、组织与指导、评价与管理等实践层面构建基于儿童发展的幼儿园游戏化课程体系。本文提出教师要在利于儿童发展的背景下,在政策服务、专业培训、环境创设、课程整合等过程中反思幼儿园课程游戏化,将自由、自主、创造和愉悦的游戏理念、游戏精神渗透到各类课程中,提升幼儿生活的健康水平和幸福感,让幼儿度过快乐而有意义的童年,同时为幼儿后继学习和终身发展奠定良好的基础。 展开更多
关键词 儿童发展 幼儿园课程 游戏化 幼儿
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游戏化视域下幼儿劳动教育的内涵、价值与践行策略 被引量:6
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作者 袁川 刘春梅 《贵州师范学院学报》 2022年第7期10-16,共7页
幼儿劳动与游戏有着特殊密切的耦合性。游戏可促进幼儿劳动教育的发展,幼儿劳动教育又可丰富游戏的内涵。游戏化视域下幼儿劳动教育的本质内涵在于以幼儿全面发展为宗旨,以劳动教育内容、劳动教育方法、劳动教育环境为基本要素,以领悟... 幼儿劳动与游戏有着特殊密切的耦合性。游戏可促进幼儿劳动教育的发展,幼儿劳动教育又可丰富游戏的内涵。游戏化视域下幼儿劳动教育的本质内涵在于以幼儿全面发展为宗旨,以劳动教育内容、劳动教育方法、劳动教育环境为基本要素,以领悟劳动精神为目标,以幼儿生活体验为载体。幼儿在劳动过程中的参与性、积极性、社会性以及独立性都会得到深入发展。从游戏化的劳动理念、游戏化的劳动环境、游戏化的劳动教学、游戏化的劳动内容这四个方面去丰富幼儿劳动教育的内涵,澄清幼儿劳动教育的价值,践行幼儿劳动教育的策略。 展开更多
关键词 幼儿劳动 幼儿教育 游戏化 劳动教育
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Opening the“Black Box”:How Out-of-Class Use of Duolingo Impacts Chinese Junior High School Students'Intrinsic Motivation for English 被引量:1
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作者 曾成 Linda Fisher 《ECNU Review of Education》 2024年第2期283-307,共25页
Purpose:Mobile-assisted language learning(MALL)apps such as Duolingo have great potential for promoting learners'motivation to learn a second language(L2).However,little research has investigated how this motivati... Purpose:Mobile-assisted language learning(MALL)apps such as Duolingo have great potential for promoting learners'motivation to learn a second language(L2).However,little research has investigated how this motivational impact takes place.Additionally,despite the flexibility of mobile learning,most existing studies are conducted in classroom settings,with less attention paid to out-of-school technology usage.Design/Approach/Methods:To address these gaps,we present a model based on self-determination theory and propose the idea of“motivational transfer”to explain the psychological mechanism underpinning the impact of technology.To examine the model,we conducted a case study with 20 Year 8 Chinese junior school students who used Duolingo to learn English as a foreign language(EFL)after school for 6 weeks.Findings:Questionnaire and group interview data support our hypothesized mechanism:learners'activity-specific intrinsic motivation(IM)for using Duolingo and their underlying psychological need for autonomy and competence can be transferred to a more general level,thereby enhancing learners'global IMforL2.OriginalityValue:The proposed theoretical model expands our understanding of how digital technology stimulates learners'L2 motivation;it can help L2 educators design better technological affordances to promote learners'motivation both in and outside the classroom. 展开更多
关键词 Digital game-based learning L2 motivation MALL self-determination theory
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Optimizing Polynomial-Time Solutions to a Network Weighted Vertex Cover Game 被引量:1
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作者 Jie Chen Kaiyi Luo +2 位作者 Changbing Tang Zhao Zhang Xiang Li 《IEEE/CAA Journal of Automatica Sinica》 SCIE EI CSCD 2023年第2期512-523,共12页
Weighted vertex cover(WVC)is one of the most important combinatorial optimization problems.In this paper,we provide a new game optimization to achieve efficiency and time of solutions for the WVC problem of weighted n... Weighted vertex cover(WVC)is one of the most important combinatorial optimization problems.In this paper,we provide a new game optimization to achieve efficiency and time of solutions for the WVC problem of weighted networks.We first model the WVC problem as a general game on weighted networks.Under the framework of a game,we newly define several cover states to describe the WVC problem.Moreover,we reveal the relationship among these cover states of the weighted network and the strict Nash equilibriums(SNEs)of the game.Then,we propose a game-based asynchronous algorithm(GAA),which can theoretically guarantee that all cover states of vertices converging in an SNE with polynomial time.Subsequently,we improve the GAA by adding 2-hop and 3-hop adjustment mechanisms,termed the improved game-based asynchronous algorithm(IGAA),in which we prove that it can obtain a better solution to the WVC problem than using a the GAA.Finally,numerical simulations demonstrate that the proposed IGAA can obtain a better approximate solution in promising computation time compared with the existing representative algorithms. 展开更多
关键词 game-based asynchronous algorithm(GAA) game optimization polynomial time strict Nash equilibrium(SNE) weighted vertex cover(WVC)
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Play by Design:Developing Artificial Intelligence Literacy through Game-based Learning
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作者 Xiaoxue Du Xi Wang 《Journal of Computer Science Research》 2023年第4期1-12,共12页
The paper proposes an innovative approach aimed at fostering AI literacy through interactive gaming experiences.This paper designs a game-based prototype for preparing pre-service teachers to innovate teaching practic... The paper proposes an innovative approach aimed at fostering AI literacy through interactive gaming experiences.This paper designs a game-based prototype for preparing pre-service teachers to innovate teaching practices across disciplines.The simulation,Color Conquest,serves as a strategic game to encourage educators to reconsider their pedagogical practices.It allows teachers to use and develop various scenarios by customizing maps,giving students agency to engage in the complex decision-making process.Additionally,this engagement process provides teachers with an opportunity to develop students’skills in artificial intelligence literacy as students actively develop strategic thinking,problem-solving,and critical reasoning skills. 展开更多
关键词 game-based learning game-based assessment Artificial intelligence literacy Design thinking Computational thinking Teacher education
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以标准化游戏教学策略构建高效初中体育课堂 被引量:1
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作者 王林红 《中国标准化》 2023年第14期209-211,共3页
针对身体和心理的发展正处于关键时期的初中生来说,初中体育课堂的高效开展有助于其个体运动素养的发展、个人体魄的锻炼和各项核心素养的培育,但基于初中阶段学生易分散注意力、易产生挫败感、渴求自我认同与他人认同的心理特点,体育... 针对身体和心理的发展正处于关键时期的初中生来说,初中体育课堂的高效开展有助于其个体运动素养的发展、个人体魄的锻炼和各项核心素养的培育,但基于初中阶段学生易分散注意力、易产生挫败感、渴求自我认同与他人认同的心理特点,体育教师更应该寻求标准化的游戏教学策略来为体育课堂的高效构建打下坚实的基础,帮助学生在这一时期掌握基本的体育技能和知识,形成良好的运动习惯,助力其今后的成长与发展。 展开更多
关键词 标准化 游戏化 教学策略 初中体育 课堂教学
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Gamification in Education: A Study of Design-Based Learning in Operationalizing a Game Studio for Serious Games 被引量:1
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作者 James Hutson Ben Fulcher Joseph Weber 《Journal of Intelligent Learning Systems and Applications》 2022年第4期115-131,共17页
The gamification of learning has proven educational benefits, especially in secondary education. Studies confirm the successful engagement of students with improved time on task, motivation and learning outcomes. At t... The gamification of learning has proven educational benefits, especially in secondary education. Studies confirm the successful engagement of students with improved time on task, motivation and learning outcomes. At the same time, there remains little research on games and learning at the postsecondary level of education where traditional pedagogies remain the norm. Studies that have been conducted remain almost exclusively restricted to science programs, including medicine and engineering. Moreover, postsecondary subject-matter experts who have created their own gamified experiences often are forced to do so on an ad hoc basis either on their own, teaching themselves game engines, or with irregular support from experts in the field. But to ensure a well-designed, developed, and high-quality educational experience that leads to desired outcomes for a field, a sustainable infrastructure needs to be developed in institutions that have (or can partner with) others that have an established game design program. Moreover, such a design-based learning approach can be embedded within an existing studio model to help educate participants while producing an educational product. As such, this qualitative case study provides an example of the process of operationalizing a game design studio from pre-production through post-production, drawing from the design and development of the educational video game The Museum of the Lost VR (2022). The results, resources, and classification system presented are scalable and provide models for different sized institutions. Methods to develop a sustainable infrastructure are presented to ensure interdisciplinary partnerships across departments and institutions with game design programs to collaborate and create educational experiences that optimize user experience and learning outcomes. 展开更多
关键词 GAMIFICATION game-based Learning PEDAGOGY game Studio Project Management Team Structure
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Billiards Optimization Algorithm:A New Game-Based Metaheuristic Approach
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作者 Hadi Givi Marie Hubálovská 《Computers, Materials & Continua》 SCIE EI 2023年第3期5283-5300,共18页
Metaheuristic algorithms are one of themost widely used stochastic approaches in solving optimization problems.In this paper,a new metaheuristic algorithm entitled Billiards Optimization Algorithm(BOA)is proposed and ... Metaheuristic algorithms are one of themost widely used stochastic approaches in solving optimization problems.In this paper,a new metaheuristic algorithm entitled Billiards Optimization Algorithm(BOA)is proposed and designed to be used in optimization applications.The fundamental inspiration in BOA design is the behavior of the players and the rules of the billiards game.Various steps of BOA are described and then its mathematical model is thoroughly explained.The efficiency of BOA in dealing with optimization problems is evaluated through optimizing twenty-three standard benchmark functions of different types including unimodal,high-dimensional multimodal,and fixed-dimensionalmultimodal functions.In order to analyze the quality of the results obtained by BOA,the performance of the proposed approach is compared with ten well-known algorithms.The simulation results show that BOA,with its high exploration and exploitation abilities,achieves an impressive performance in providing solutions to objective functions and is superior and far more competitive compared to the ten competitor algorithms. 展开更多
关键词 Optimization game-based billiards game exploration exploitation metaheuristic algorithm
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基于游戏化教学思维的“酒店数字营销”课程教学模式探索
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作者 马逸群 李欣阳 《科技资讯》 2023年第11期200-203,共4页
“酒店数字营销”作为一门新兴营销课程,同传统营销课程相比,其与实践的联系更为紧密,更注重与数字媒体的联系,传统授课模式已经难以满足该课程对人才的培养需求。文章运用游戏化教学思维,提出了“酒店数字营销”课程游戏化的教学模式... “酒店数字营销”作为一门新兴营销课程,同传统营销课程相比,其与实践的联系更为紧密,更注重与数字媒体的联系,传统授课模式已经难以满足该课程对人才的培养需求。文章运用游戏化教学思维,提出了“酒店数字营销”课程游戏化的教学模式设计策略,并依据这一策略设计了一个教学游戏案例,通过将教学游戏引入课堂来调动学生的兴趣,深化学生对课程的理解。从教学游戏实践结果发现,游戏化教学模式能有效提高学生学习的主观能动性,未来应在现有教学游戏的设计基础上进一步扩展教学游戏内容,以囊括全课程知识点。 展开更多
关键词 游戏化 酒店管理 数字营销 教学改革 教学游戏
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幼儿园教学游戏化存在的问题分析及对策探讨 被引量:3
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作者 李宏燕 《科教导刊》 2019年第26期153-154,共2页
对于幼儿来说游戏是其活动的主要形式,在幼儿教学中要能够认识到游戏化教学在其中发挥的作用,以此更好的激发幼儿的学习兴趣,让幼儿积极主动的参与其中,提升幼儿综合素质的发展。但是也要能够认识到幼儿游戏化教学中存在的问题,本文先... 对于幼儿来说游戏是其活动的主要形式,在幼儿教学中要能够认识到游戏化教学在其中发挥的作用,以此更好的激发幼儿的学习兴趣,让幼儿积极主动的参与其中,提升幼儿综合素质的发展。但是也要能够认识到幼儿游戏化教学中存在的问题,本文先阐述幼儿园游戏化教学的内涵、特征,接着分析当前幼儿园教学游戏化存在的主要问题,最后提出幼儿园教学游戏化的有效措施,以此更好的发挥游戏化教学的作用,促进幼儿健康持续发展。 展开更多
关键词 幼儿园 游戏化 问题 对策
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基于职业规划引导下的“模块化与闯关式”在线教学策略研究 被引量:3
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作者 倪栋 《数字印刷》 北大核心 2020年第3期106-112,共7页
随着国家对现代教育技术的不断重视,各种教学平台和在线课程规模日益壮大,如何提升这些教学资源的应用效果变得越来越重要,本研究旨在探索一种以学生为本的在线动态课程体系构建策略,即依据行业中岗位和能力需求的大数据,以工作流程和... 随着国家对现代教育技术的不断重视,各种教学平台和在线课程规模日益壮大,如何提升这些教学资源的应用效果变得越来越重要,本研究旨在探索一种以学生为本的在线动态课程体系构建策略,即依据行业中岗位和能力需求的大数据,以工作流程和职业晋级发展为脉络,整合学校人才培养方案和知识体系。并根据学生个人职业规划,自动排序组合模块化的课程内容,融合闯关游戏式的多维度成就与评价机制,跟踪和微调学生技能学习情况,实现创新的个人定制式在线课程引导体系。 展开更多
关键词 职业规划 在线教学 模块化课程体系 闯关式
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幼儿园数学教育活动游戏化探讨 被引量:1
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作者 李瑞 《山东英才学院学报》 2019年第3期1-4,9,共5页
游戏是幼儿的基本活动,是幼儿教育不可或缺的一部分,《幼儿园教育指导纲要(试行)》与《3-6岁儿童学习与发展指南》明确提出了游戏在幼儿教育中的重要作用。幼儿园数学教育活动必须具备游戏的特点,但在强调组织方式游戏化的同时,必须强... 游戏是幼儿的基本活动,是幼儿教育不可或缺的一部分,《幼儿园教育指导纲要(试行)》与《3-6岁儿童学习与发展指南》明确提出了游戏在幼儿教育中的重要作用。幼儿园数学教育活动必须具备游戏的特点,但在强调组织方式游戏化的同时,必须强调生活实际与数学知识紧密结合、强调运用多种组织方式共同完成教学活动,同时在游戏化的教学活动中保持数学学科内容的系统性。 展开更多
关键词 幼儿园 数学教育 游戏化
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An Examination ofthe Impact of Game-Based Geometric Shapes Education Software Usage on the Education of Students With Intellectual Disabilities
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作者 Umit Demir 《ECNU Review of Education》 2022年第4期761-783,共23页
Purpose:This study aims to research the impact of the e-learning environment,in which gamebased education software was used,on the learning of students with intellectual disabilities.Design/Approach/Methods:The study ... Purpose:This study aims to research the impact of the e-learning environment,in which gamebased education software was used,on the learning of students with intellectual disabilities.Design/Approach/Methods:The study group consisted of 34 students with intellectual disabilities studying at a special education vocational school in Canakkale,Turkey.In this study,the true experimental method was used.For 5 weeks,the experimental group received blended learning that was supported by the usage of a game-based education software designed by the researcher,which includes interactive educational game applications.At the same time,control group students only received the teaching process in the classroom with the traditional teaching method.Acourse attitude scale and an achievement test were used fordata collection.Findings:The analysis of the findings showed that there was a significant increase between precourse and post-course attitudes and academic achievement scores of the students.There wasn't a significant difference between pre-course and post-course attitudes and academic achievement scores according to the gender and academic achievement scores.Males'academic achievement and attitude post-test scores were higher than females'scores.Students having upper daily mobile devices usage experience had higher post-test and academic achievement scores than students havinglowerdaily mobile devices usage experience. 展开更多
关键词 game-based education geometry education special education
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远程教育自适应混合游戏化教学方法研究 被引量:1
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作者 彭丽 王立 《湖北广播电视大学学报》 2020年第6期9-14,共6页
随着现代科学技术的进步与发展,线上教育在逐步成为主流教学方式的同时,其面临的问题也趋于明显。通过分析近年来国内外学者的研究和实践成果,针对线上教育临场感弱、学生参与度低等一系列问题,本文提出一种自适应混合游戏化教学方法,... 随着现代科学技术的进步与发展,线上教育在逐步成为主流教学方式的同时,其面临的问题也趋于明显。通过分析近年来国内外学者的研究和实践成果,针对线上教育临场感弱、学生参与度低等一系列问题,本文提出一种自适应混合游戏化教学方法,依据远程教育学生基础自适应调节游戏难度,制定融合竞争、合作、奖励等元素的混合型游戏教学策略并对学习过程进行记录和评价,综合考虑了学生基于情景的认知体验、基于协作的社会性体验、基于动机的主动性体验。该方法依据学生的学习基础进行游戏难度自适应调节,降低认知负荷,获得良好的心流体验,从而有效地缓解了线上教育的沉浸感不强、学生参与度低等问题。 展开更多
关键词 自适应 游戏化 线上教育 教学设计
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Game Selection Method for Game-Based History Learning
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作者 Woo-Hyun Lee Won-Hyung Lee 《Journal of Contemporary Educational Research》 2021年第10期67-81,共15页
Games that are used in research on game-based learning and serious games that are used for education are usually exclusive,making it difficult for teachers to attempt new methods in education.According to the data pub... Games that are used in research on game-based learning and serious games that are used for education are usually exclusive,making it difficult for teachers to attempt new methods in education.According to the data published in 2009 by the European Schoolnet(EUN),a network of European Ministries of Education,most of the problems that teachers face when using games in class are related to game selection.Based on the aforementioned data,this study presents a set of criteria for selecting games in order to solve the inconvenience experienced by teachers.The games,which are used as teaching materials for game-based learning,have been replaced with commercial games that are easily purchased,rather than serious games that are difficult to obtain the licensing.Based on the criteria,two games were selected in this study and the classes were conducted at the educational site.Compared to the group trained with textbooks,it has been confirmed that the effect of game-based learning was sufficient.In addition,five out of ten problems that teachers face were resolved. 展开更多
关键词 game-based learning History education Commercial game Reenactment of history learning
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Game-Based Learning for Competency Abilities in Blended Museum Contexts for Diverse Learners
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作者 Hsin-Yi Liang Tien-Yu Hsu 《Psychology Research》 2020年第9期338-348,共11页
Museums offer a lifelong edutainment environment with flexible choices for the public and provide fruitful interdisciplinary learning resources to support competency-based education.However,the lack of proper scaffold... Museums offer a lifelong edutainment environment with flexible choices for the public and provide fruitful interdisciplinary learning resources to support competency-based education.However,the lack of proper scaffolding and supports in museums negatively affect learner learning.Further,the individual differences need to be considered to effectively support the diverse learners learning in museums.In this study,an innovative learning model to support competency education for lifelong learning in museums is proposed.A game-based learning service named CoboFun that offers various types of problem-solving activities was developed to facilitate learners’interaction with exhibits and their peers in the museum.To examine the service design of CoboFun,learners’perceptions were evaluated and the differences in their cognitive styles were examined(Field Independent(FI)and Field Dependent(FD)).The results showed that both FI and FD learners enjoyed learning with CoboFun but that flexible learning tools needed to be provided to satisfy the different needs for the learners with different cognitive styles. 展开更多
关键词 competency-based learning museum learning game-based learning virtual and physical lifelong learning
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Improving Chinese Language Learning through Collaborative Kahoot Mode
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作者 虞红敏 《汉语教学方法与技术》 2021年第1期59-68,I0007,I0008,共12页
This study used quantitative methods to assess students'Chinese language learning attitudes and learning habits on Kahoot,a game-based learning platform.Kahoot enables teachers to transform bland Chinese vocabular... This study used quantitative methods to assess students'Chinese language learning attitudes and learning habits on Kahoot,a game-based learning platform.Kahoot enables teachers to transform bland Chinese vocabulary memorization into exciting,game-like situations.It makes Chinese language learning fun and interactive.The study aims to compare Kahoot team play mode with individual play mode.Sixty-four fifth graders participated.In the experimental group,students grouped by themselves or the teacher to compete with one another.They enjoyed working together to share what they knew and learned from each other.Students were tested prior to the course(pretest)and following the course(post-test).Observation notes,lesson plans,and surveys were also included.Analysis of the multiple types of data strengthens the conclusion that Kahoot can be an effective tool for teaching Chinese vocabulary,sentences,and culture. 展开更多
关键词 MOTIVATION COLLABORATIVE game-based Learning Differentiation.
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Games-Based Learning Framework
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作者 Antonio Garcia-Cabot Eva Garcia Roberto Barchino Luis de-Marcos Jose-Maria Gutierrez Jose-Antonio Gutierrez Jose-Javier Martinez Salvador Oton Jose-Ramon Hilera 《Computer Technology and Application》 2011年第11期906-911,共6页
This work presents the authors' experience in the field of mobile technologies, from which several initiatives have emerged. As result of this, a games-based framework for learning has been developed in these last ye... This work presents the authors' experience in the field of mobile technologies, from which several initiatives have emerged. As result of this, a games-based framework for learning has been developed in these last years. This framework is composed by a competition called Mobigame, which has as main aim to stimulate the participation of the students. By participating in this competition participants learn to develop for mobile devices. A game to practice Japanese is also presented in this article, which was presented in the above mentioned competition. This game has been developed for mobile phones or PDAs (Personal Digital Assistants) based on the JME (Java Mobile Edition) technology. Finally, another initiative is also presented: A free download platform of digital contents for mobile devices based on info-educational games. 展开更多
关键词 game-based learning MOBILE framework.
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关于在幼儿园以游戏为主的音乐教学研究
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作者 张志明 《当代家庭教育》 2021年第18期55-56,共2页
教育改革不断深入过程中,音乐课程得到了充分的关注和重视,这是以往教学所不能企及的,与先进教学理念逐步渗透脱不开关系,使得音乐课堂教学迎来了发展新契机并缔造出了教育教学全新格局。在不断革新音乐教学过程中,游戏在音乐课堂中的... 教育改革不断深入过程中,音乐课程得到了充分的关注和重视,这是以往教学所不能企及的,与先进教学理念逐步渗透脱不开关系,使得音乐课堂教学迎来了发展新契机并缔造出了教育教学全新格局。在不断革新音乐教学过程中,游戏在音乐课堂中的地位得到不断提升,尤其是低年龄幼儿音乐课堂中,游戏更是音乐课堂不可缺失的一部分。基于此,我们围绕"关于在幼儿园以游戏为主的音乐教学研究"主题进行详细阐述和分析,以供参考与借鉴。 展开更多
关键词 幼儿园 游戏为主 音乐教学 教学研究
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